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Fantaz
02-15-2010, 03:54 PM
Demon Stompy

... sorry if this post belongs within an existing thread, I didn’t see exactly a Demon Stompy…

The drive for me on this deck is Abyssal Prosecutor… but finding other bonus synergies was equally satisfying…

A few points to consider if you are not in favor of Abyssal Prosecutor:

- Obvious is his mana ratio to power/toughness.

- Mix the speed with size and now invasion, obvious again.

- To combat the poor comparison to Grinning Demon and why this guy doesn’t see play and how Abyssal Prosecutor will then see play: 1- Flying/Trample put him ahead at ensuring you get through. At times in need Grinning Demon can and will be chump blocked until your opponent can pack enough burn to finish you off while you ding yourself in the face turn after turn… or if they have a control/controlish deck they will chump block you until they get their removal.

2- I’d like to compare the Abyssal Prosecutor draw back to that of Grinning Demon. To me and the meta I play in agro is a strong large chunk. 2 hits turn after turn can easily wind up reading “you lose the game” while Abyssal Prosecutor might not let you win the game it does not contribute to lowering your life total. Your opponent still needs to finish you off… in A) Abyssal Prosecutor buys your opponent time and in B) Grinning Demon speeds your opponent up. A and B are very different.

Deck:

4 Abyssal Prosecutor
2 Tombstalker
2 Gravedigger
2 Gatekeeper of Malakir
3 Shriekmaw
3 Bloodghast

4 Chalice of the Void
4 Trinisphere
4 Buried Alive
4 Chainer’s Edict
3 Soul Reap
4 Chrome Mox

3 City of Traitors
3 Ancient Tomb
2 Volrath’s Stronghold
13 Swamp


I have not finalized a sideboard… play testing for me at this stage is primarily focused on my game 1’s to learn what the sideboard should be.

From my early play testing: The great amount of removal provides an excellent match up against agro decks… and surprisingly an even easier match up against Tempo Thresh provided their low threat count.

Additionally I have had slightly favorable match up against Survival (non-bant variation).

Relatively un-favorable match up against Ichorid unless I land an early Chalice or Trini.

I still need to play out the Counter/Top match, Bant Survival, and… ANT (which I’m pretty sure will be a pounding for me)… in fact all three might be and this is where the sideboard may be focused...

It may appear to be too much removal Gatekeeper/Shriekmaw/Chainer’s/Soul (2+3+4+3=12)… Let’s remember we need removal for your own Abyssal Prosecutor and 5 of the 12 are optional i.e. creatures. Therefore if you have 4 removal for your 4 Abyssal Prosecutor and you’re playing combo you really have 3 fully useless cards + I understand the loss of tempo with the 5 creatures with removal abilities as they are not the best attackers and would ideally be something else. Not the best removal package if playing combo or something similar, but it is not also as bad as it seems.

Onto some of the card choices:

Abyssal Prosecutor – Awesomness… provided many fetches in Legacy and your other creatures usually the game is over within 2-3 turns of landing him. With the above build I never have had a problem removing him when needed.

Tombstalker – He’s big, he’s fat, he flies… somewhat obvious… but actually I considered dropping him down to 1 because I am not in favor of removing my yard much of the time.

Gravedigger – I actually would up his count by 1 if I drop 1 Tombstalker. His synergy with Buried Alive/Shriekmaw has earned his spot.

Gatekeeper of Malakir – He is removal for your opponents threats… he is removal for your Abyssal Prosecutor… he is tutorable with Buried Alive (brought back with Gravedigger/Volrath’s Stronghold).

Shriekmaw – He is targeted removal that synergizes well with Gravedigger/Volrath's Stronghold. Also turtorable with Buried Alive. His invasion ability has also proven its worth...

Bloodghast – He is purely here for the quick wins that come from abusing Buried Alive. Three only because I don’t want to have to see him early… and I am not sure I value cutting anything else for a fourth.

Chalice of the Void – Obvious for the stompy player. This is usually set at 1… but if I do have the game won within a turn or two I will set at 2 or 3 depending on what I might fear…

Trinispher – Again, obvious for the stompy player. The impact it has on our 2 mana cost cards is negligible.

Buried Alive – This card rocks! It grabs the added removal when needed. It grabs 3x Bloodghast for swarming. It provides the deck an edge. Keep in mind for opening hands I do treat having Buried Alive as a creature and depending if I have any recursion it is also long term removal.

Chainer’s Edict – Why over Diabolic? Both get rid of Abyssal Prosecutor and opponents threats… The instant speed is not as needed while I have a number of times loved having the Flashback ability from Chainer’s Edict.

Soul Reap – Big draw back when I cannot hit the most popular creature in the game Tarmogoyf… so only 3… but he hits our Abyssal Prosecutor and when aimed against your opponent hitting them for an extra 3 is really really nice!

Chrome Mox – Common to stompy decks this is a needed card for speed. Pick wisely… usually early Tomstalkers or later repeated copies of Buried Alive… Second copy of Abyssal Prosecutor…

City of Traitors/Ancient Tomb – Also common to stompy decks, these lands are needed for speed. I picked a 3/3 split since this stompy deck has a little lower of a curve than some others… also we can be black mana hungry so I like having the higher swamp count while making space for our next card below...

Volrath’s Stronghold – This land is spectacular with Buried Alive and the Gatekeeper/Shriekmaw in the deck. It will also bring back a burned out Abyssal Prosecutor…

13x Swamps – As noted, this deck can be black mana hungry… It might be able to go up down a few also depending on a change in card choices…

It sometimes takes me a while to post… but I hope to catch questions as/if they come.

Thanks for reading!

yadda
02-15-2010, 04:38 PM
Is there any reason not to play dark rit in this deck? yes its a horrible top deck if you have chalice/trini, but it makes your chalice/trini draws that much easier and helps your black mana problems.

hungryLIKEALION
02-15-2010, 04:45 PM
You absolutely CANNOT play Soul Reap in this metagame and expect to do anything with it. Cut it for more gatekeepers or something, but soul reap will be a dead card against the majority of the field.

IamPhil
02-15-2010, 05:30 PM
Deck:

4 Abyssal Prosecutor
2 Tombstalker
2 Gravedigger
2 Gatekeeper of Malakir
3 Shriekmaw
3 Bloodghast

4 Chalice of the Void
4 Trinisphere
4 Buried Alive
4 Chainer’s Edict
3 Soul Reap
4 Chrome Mox

3 City of Traitors
3 Ancient Tomb
2 Volrath’s Stronghold
13 Swamp




You absolutely CANNOT play Soul Reap in this metagame and expect to do anything with it. Cut it for more gatekeepers or something, but soul reap will be a dead card against the majority of the field.

You can, however, sideboard it. We're talking about a format where Mind Harness is a relevant sideboard card.

-3 Soul Reap
-2 Gravedigger

+2 Ashen Ghoul
+3 Nether Traitor


Gravedigger lacks:
Card Quality/Parity
Power or Toughness equal to or greater than its converted mana cost
Doesn't work with an empty graveyard

Soul Reap, like Hungry Hungry HippoLions said above, does not belong maindeck. There are simply too many relevant decks without green creatures.

Ashen Ghoul recurs, has haste, and combines well with Bloodghast and Nether Traitor. If all else fails, it's a speed bump for Goyf. Nether Traitor is cheap, efficient, evasive, and hasty.

You have more than enough removal. I don't know which writer for SCG said this about Ponza and Land Destruction, but I have this quote in my cell phone notepad and read it at least once a week:


Just enough to keep you off-balance. When it ends, it was like you had done nothing at all.

With this in mind,

-1 Chainer's Edict
+1 Jitte

Jitte gives your Nether Traitor legs unspeakable. It helps your Goyf matchup, your Fish matchup, and your Zoo matchup. After three turns, Jitte even removes your own Persecutor. Chainer is "yet-another-2-for-1-removal spell," at best.

Zlatzman
02-15-2010, 06:22 PM
With the current dominance of green creatures I believe Soul Reap would actually be better as Slay (or Deathmark), but none of these belong in the main deck.

AlterEgo
02-16-2010, 09:44 AM
Soul Reap...?? Considering Trinisphere, I'd rather try Rend Flesh.
- it's an Instant
- it can be cast with a 2-mana-land
- there's not exactly an overflow of Spirit creatures in Legacy

Bloodghast, Nether Spirit/Traitor, ESG/SSG, Kira, Swans, Demigod, Deus, Kokusho, Yosei, Eternal Dragon, Nishoba
These are all I have ever seen in Legacy as far as I can remember...

Edit:
I forgot Mutavault, Chameleon Colossus, Mirror Entity, Taurean Mauler.

Second Edit:
Try Phyrexian Totem - provides {B} or beats for 5 if you have 3 mana to spend.
And you might want to cut one or two Swamps for Urborg, ToY.

rleader
02-16-2010, 01:00 PM
http://www.mtgthesource.com/forums/showthread.php?8332-%5BDeck%5D-Demon-Stompy-(Black-Chalice-Tomb-Aggro)

http://www.mtgthesource.com/forums/showthread.php?6119-[Deck]-DemonStompy

Fantaz
02-16-2010, 04:00 PM
Yeah Soul Reap should be cut.. I like the suggestion of more Gatekeepers, and I'll probably look for something else too, maybe Rend Flesh... maybe Jitte.


You can, however, sideboard it. We're talking about a format where Mind Harness is a relevant sideboard card.

-3 Soul Reap
-2 Gravedigger

+2 Ashen Ghoul
+3 Nether Traitor


Gravedigger lacks:
Card Quality/Parity
Power or Toughness equal to or greater than its converted mana cost
Doesn't work with an empty graveyard

Soul Reap, like Hungry Hungry HippoLions said above, does not belong maindeck. There are simply too many relevant decks without green creatures.

Ashen Ghoul recurs, has haste, and combines well with Bloodghast and Nether Traitor. If all else fails, it's a speed bump for Goyf. Nether Traitor is cheap, efficient, evasive, and hasty.

You have more than enough removal. I don't know which writer for SCG said this about Ponza and Land Destruction, but I have this quote in my cell phone notepad and read it at least once a week:


With this in mind,

-1 Chainer's Edict
+1 Jitte

Jitte gives your Nether Traitor legs unspeakable. It helps your Goyf matchup, your Fish matchup, and your Zoo matchup. After three turns, Jitte even removes your own Persecutor. Chainer is "yet-another-2-for-1-removal spell," at best.


Ashen Ghoul – is intriguing, but it seems challenging to consistently getting 3 dudes above him when needed/wanted. More testing would be needed, but I’m not sure if I am willing to invest time to him. If he proves awesome then I may look into him more…

Nether Traitor – He is a bit week, but I can see the like strategies with Ashen Ghoul and Bloodghast combined with Buried Alive.

To me, maintaining the removal count is important and making space for Ashen Ghoul and Nether Traitor are not worth while. Though they can lead to an entirely different direction by trying to bring back the old Buried Alive deck back...

Regarding Gravedigger and only having two in the deck... I'm sticking with both for now. He has yet to disappoint . His value with Shriekmaw and Buried Alive has earned his spot for me. Maybe I'd cut for a fourth Shriekmaw? But at times I want to recur a Gatekeeper... or even a Prosecutor... the option is nice. Nice enough that in my eyes I'm considering a third.

Mystical_Jackass
02-16-2010, 04:32 PM
Deck:

4 Abyssal Prosecutor
2 Tombstalker
2 Gravedigger
2 Gatekeeper of Malakir
3 Shriekmaw
3 Bloodghast

4 Chalice of the Void
4 Trinisphere
4 Buried Alive
4 Chainer’s Edict
3 Soul Reap
4 Chrome Mox

3 City of Traitors
3 Ancient Tomb
2 Volrath’s Stronghold
13 Swamp


Not good imo.

STOMPY... you're shooting for spells like :2:, :2::b:, :2::b::b:-- Not :b::b:, or :b::b::b:!

-2 Gatekeeper (you're honestly gonna pay 3B...when and how?)
-2 Gravedigger
-3 Bloodghast

-4 Trinisphere (this is a control spell, anti-combo, but it slows you down as well as them and dead drop later. Sideboard)
-4 Buried Alive
-4 Edict
-3 Soul Reap

----------------------
My ideas:

+4 Braids
+4 Bitterblossom
+1 Shriekmaw

+4 SoLS
+4 Recurring Nightmare

+1 Ancient Tomb
+1 City of Traitors
+3 Urborg, Tomb of Yawgmoth

Basically, no buried alive shennanigans or color endeavors >.< more stompy oriented in general.

The idea is to drop chalice, play a beater, equip and kill fast. 3sphere slows you down, I would bring it out against combo as SB but that is about it. Braids from experience with Black Stax is amazing, you kill opponent while shutting them down, hiding behind chalice and Sword you can kill quick. Bitterblossom helps you here, it can be auto-scoop if you get both to stick.
Recurring Nightmare I think would be very good here, because you can evoke your sheiekmaw, beat their face with Persecutor then use to sac persecutor to finish returning Shriek. Tokens, Braids, etc. can also be sac'd, SoLS keeps your life up while beefint up your creatures further and returning more to fight. That is all I got for now.

FoulQ
02-16-2010, 05:53 PM
http://www.mtgthesource.com/forums/showthread.php?8332-%5BDeck%5D-Demon-Stompy-(Black-Chalice-Tomb-Aggro)

http://www.mtgthesource.com/forums/showthread.php?6119-[Deck]-DemonStompy

Fantaz
02-16-2010, 10:10 PM
@ rleader & FoulQ, thanks... I'll check out the development of the later of the two and post there.